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Rahl
11-22-2003, 02:57 AM
Version 2.2.13 (November 21, 2003)

Gameplay
* When a player activates an implant, stamina drain will begin immediately. This is to prevent players from "flickering" implants on and off to avoid the drain.
* You can now create modules of all types in every cavern. The non powered modules are no longer acquired from the capture point, there are 6 places to pick up the modules in the building now.
* Active geowarps on continents now appear on global map.
* The avatar "special ability" key (aka the "toggle stealth" key) was moved from the General keymap to the Soldier keymap.
* Added a pane to the Keymapping options for MAX armor that allows players to override the "Special Ability" and "Jump" keymappings in the Soldier Pane.
* Previously, Module Receptacles could take damage if they were holding a module. Now they are always invulnerable.
* Dropped modules now appear as neutral on the overhead maps.
* Time-to-Hack and LLU lifespan info should be available at ALL facilities (NOT caverns) for all clients.
* Caverns are now laid out in a ring on the global map.
* Building object sounds will stop when a facility has no power (exceptions are the Resource Silo and Control Console).
* Players must now leave a geowarp's warp bubble before they can warp again.

Performance
* Certain rendering properties, animations and effects have been optimized to improve framerates - especially in heavy combat situations.

Bug Fixes
* Players can no longer bypass the reload time for weapons by holstering them and drawing them again.
* Players will no longer be propelled from AMS spawn tubes at high speeds and take damage for it.
* Implant and macro icons in the hotbar will no longer swap between players.
* Implemented improved Speedstep detection.
* Vehicle terminals will no longer appear destroyed for some players and active for others.
* Players who die while holding the fire button down to throw a grenade will no longer throw the grenade when revived.
* Players will no longer get a message that they can deploy an ANT here when they are outside of the base.
* Players can no longer load Ancient Tech weapons from a vehicle favorite if the facility does not have the Weapon module installed or linked.
* Ancient Tech Weapons are no longer listed twice at the AT Equipment Terminals.
* Going linkdead while drop-podding will no longer cause the avatar to die.
* Avatars riding on zip will no longer be able to use deployed Router teleport pads.
* The Lazed targeting reticule will no longer continue to appear after respawning or exiting the Flail.
* Players will be able to board the HART consistently when it is docked at the HART shuttleport.
* Router drivers will no longer get telefragged when another player uses its remotely deployed telepad.
* Players will no longer get stuck on cavern telepads.
* Friendly players in turrets will no longer show as red on the HUD when targeted.
* Jumping in a VS MAX will drain stamina properly again (this does not apply to using the VS jumpjets, which drain from the MAX capacitor as opposed to stamina)
* The gunner dots in the Prowler's HUD display show players in the correct position.
* Drop pods will no longer stack up on each other when multiple characters drop in at the same location.
* If a Medic goes linkdead while reviving another player, that player will not come back from the dead.

martyr
11-22-2003, 10:29 AM
, and

the active geowarps now look like LLU's on the global map, and

people laying CE have a little ACE icon over their head (where the medic, repair, and armor ones go)

LilianNiN
11-22-2003, 04:54 PM
Performance
* Certain rendering properties, animations and effects have been optimized to improve framerates - especially in heavy combat situations.

I don't know about you guys, but I happily experience improved framerates - especially in heavy combat situations (zerg battles). :)

snipegrzywa
11-22-2003, 11:18 PM
Yes, I agree. A week before Core Combat came out i got a new vid card. I improved 40+ fps in sanc and 10+ fps in good sized battles. When CC did come out my fps went back down to the original card. :(

Now its back to were it was, cept huge battles sometimes drop me back down. All well.